Me.Mimic

Eldritch Giant

A giant with lavendar-colored skin, black tattoos, and long brown hair.

Huge Giant, Evil

Armor Class 15

Hit Points 168 (16d12 + 64)

Speed 40 ft.

Initiative +2 (12)

STR DEX CON INT WIS CHA
26 (+8)
14 (+2)
18 (+4)
21 (+5)
17 (+3)
17 (+3)

Saving Throws Int +9, Wis +7, Cha +7

Skills Arcana +13, History +9, Insight +7, Investigation +9

Senses darkvision 60 ft., passive Perception 13

Languages Common, Giant plus two other languages

Challenge 11 (XP 7,200; PB +4)

A giant with lavendar-colored skin, black tattoos, and long brown hair.

Mental Magic Resistance. The giant has advantage on saving throws against being charmed and against spells and other magical effects from the illusion school.

ACTIONS

Multiattack. The giant makes two Eldritch Punch attacks. It can replace one attack with a use of Spellcasting.

Eldritch Punch. Melee Weapon Attack: +12, reach 10 ft. Hit: 18 (3d6 + 8) bludgeoning damage plus 18 (4d8) force damage.

Spellcasting.  The giant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, dispel magic, magic missile (level 6)

3/day: dimension door, mirror image, protection from energy

1/day: globe of invulnerability (20-foot-radius sphere)

REACTIONS

Absorb Magic. Trigger: A creature the giant can see targets it with a spell. Response: The giant gains resistance against damage that spell would cause. Further, the next time the giant casts magical missiles, it creates an additional 4 projectiles.

Huge Giant, Evil

Armor Class 14

Hit Points 142 (15d12 + 45)

Speed 40 ft.

Initiative +2 (12)

STR DEX CON INT WIS CHA
25 (+7)
14 (+2)
17 (+3)
20 (+5)
16 (+3)
16 (+3)

Saving Throws Int +9, Wis +7, Cha +7

Skills Arcana +13, History +9, Insight +7, Investigation +9

Senses darkvision 60 ft., passive Perception 13

Languages Common, Giant plus two other languages

Challenge 9 (XP 5,000; PB +4)

A giant with lavendar-colored skin, black tattoos, and long brown hair.

Mental Magic Resistance. The giant has advantage on saving throws against being charmed and against spells and other magical effects from the illusion school.

ACTIONS

Multiattack. The giant makes two Eldritch Punch attacks. It can replace one attack with a use of Spellcasting.

Eldritch Punch. Melee Weapon Attack: +11, reach 10 ft. Hit: 14 (2d6 + 7) bludgeoning damage plus 13 (3d8) force damage.

Spellcasting.  The giant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, dispel magic, magic missile (level 5)

3/day: dimension door, mirror image, protection from energy

1/day: globe of invulnerability (20-foot-radius sphere)

REACTIONS

Absorb Magic. Trigger: A creature the giant can see targets it with a spell. Response: The giant gains resistance against damage that spell would cause. Further, the next time the giant casts magical missiles, it creates an additional 3 projectiles.

Huge Giant, Evil

Armor Class 15

Hit Points 199 (19d12 + 76)

Speed 40 ft.

Initiative +2 (12)

STR DEX CON INT WIS CHA
26 (+8)
14 (+2)
18 (+4)
22 (+6)
18 (+4)
18 (+4)

Saving Throws Int +11, Wis +9, Cha +9

Skills Arcana +16, History +11, Insight +9, Investigation +11

Senses darkvision 60 ft., passive Perception 14

Languages Common, Giant plus two other languages

Challenge 13 (XP 10,000; PB +5)

A giant with lavendar-colored skin, black tattoos, and long brown hair.

Mental Magic Resistance. The giant has advantage on saving throws against being charmed and against spells and other magical effects from the illusion school.

ACTIONS

Multiattack. The giant makes two Eldritch Punch attacks. It can replace one attack with a use of Spellcasting.

Eldritch Punch. Melee Weapon Attack: +12, reach 10 ft. Hit: 18 (3d6 + 8) bludgeoning damage plus 24 (7d6) force damage.

Spellcasting.  The giant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):

At will: detect magic, dispel magic, magic missile (level 7)

3/day: dimension door, mirror image, protection from energy

1/day: globe of invulnerability (20-foot-radius sphere)

REACTIONS

Absorb Magic. Trigger: A creature the giant can see targets it with a spell. Response: The giant gains resistance against damage that spell would cause. Further, the next time the giant casts magical missiles, it creates an additional 5 projectiles.

QUICK REFERENCE

📍 HABITAT

  • Remote mountaintop fortresses
  • Arcane ruins of fallen empires or natural places full of lore and mana
  • Oversized wizard towers made for giants

🎭 BEHAVIOR

  • Seeks out magical artifacts to augment its power, willing to make pacts to further its own gains
  • Views spellcasters as rivals to be defeated and studied
  • Prefers calculated strikes over brute rampages, analyzes its chances at all times and retreats if necessary
  • Enslaves minions (weaker giants but preferably weak yet clever creatures) for its dirty or menial work

🧠 INFORMATION

  • DC 10 History: Recognized as a rare breed of giant skilled in magic
  • DC 15 Arcana: Knows they can disrupt or absorb hostile magic
  • DC 20 Arcana: Absorbing magic briefly empowers the giant’s own magic attacks, mostly used in the form of more magic missiles

⚔ COMBAT

  • Opens with Mirror Image or Protection from Energy for defense (preferably before the combat starts)
  • Uses Eldritch Punch for raw damage, mixing in Magic Missile for ranged pressure or to break concentration
  • Counters enemy spells with Absorb Magic reaction
  • Globe of Invulnerability when outnumbered by casters or to secure a good tactical position
  • Dimension Door to reposition or escape dangerous situations

💎 LOOT IDEAS

  • Diverse sets of tools and ingredients for crafting potions, magic items, or similar things
  • Ancient scrolls and tomes filled with magic lore and wizard spells
  • (Oversized) magical items focused other arcane casters would use